unreal.SkeletalMeshComponent
¶
- class unreal.SkeletalMeshComponent(outer=None, name='None')¶
Bases:
unreal.SkinnedMeshComponent
SkeletalMeshComponent is used to create an instance of an animated SkeletalMesh asset. see: https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/ see: USkeletalMesh
C++ Source:
Module: Engine
File: SkeletalMeshComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentaffect_distance_field_lighting
(bool): [Read-Write] Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *affect_dynamic_indirect_lighting
(bool): [Read-Write] Controls whether the primitive should inject light into the Light Propagation Volume. This flag is only used if CastShadow is true. *allow_anim_curve_evaluation
(bool): [Read-Write] Disable animation curves for this component. If this is set true, no curves will be processedallow_cull_distance_volume
(bool): [Read-Write] Whether to accept cull distance volumes to modify cached cull distance.always_create_physics_state
(bool): [Read-Write] Indicates if we’d like to create physics state all the time (for collision and simulation). If you set this to false, it still will create physics state if collision or simulation activated. This can help performance if you’d like to avoid overhead of creating physics state when triggersanim_blueprint_generated_class
(type(AnimBlueprintGeneratedClass)): [Read-Write] Anim Blueprint Generated Classanim_class
(type(Class)): [Read-Write] The AnimBlueprint class to use. Use ‘SetAnimInstanceClass’ to change at runtime.animation_data
(SingleAnimationPlayData): [Read-Write] Animation Dataanimation_mode
(AnimationMode): [Read-Write] Whether to use Animation Blueprint or play Single Animation Asset.apply_impulse_on_damage
(bool): [Read-Write] True for damage to this component to apply physics impulse, false to opt out of these impulses.asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.batch_imposters_as_instances
(bool): [Read-Write] If true, the proxy generation process will use instancing to render this imposterbody_instance
(BodyInstance): [Read-Write] Physics scene information for this component, holds a single rigid body with multiple shapes.bounds_scale
(float): [Read-Write] Scales the bounds of the object. This is useful when using World Position Offset to animate the vertices of the object outside of its bounds. Warning: Increasing the bounds of an object will reduce performance and shadow quality! Currently only used by StaticMeshComponent and SkeletalMeshComponent.cached_max_draw_distance
(float): [Read-Only] The distance to cull this primitive at. A CachedMaxDrawDistance of 0 indicates that the primitive should not be culled by distance.can_character_step_up_on
(CanBeCharacterBase): [Read-Write] Determine whether a Character can step up onto this component. This controls whether they can try to step up on it when they bump in to it, not whether they can walk on it after landing on it. see: FWalkableSlopeOverridecan_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcapsule_indirect_shadow_min_visibility
(float): [Read-Write] Controls how dark the capsule indirect shadow can be.cast_capsule_direct_shadow
(bool): [Read-Write] Whether to use the capsule representation (when present) from a skeletal mesh’s ShadowPhysicsAsset for direct shadowing from lights. This type of shadowing is approximate but handles extremely wide area shadowing well. The softness of the shadow depends on the light’s LightSourceAngle / SourceRadius. This flag will force bCastInsetShadow to be enabled.cast_capsule_indirect_shadow
(bool): [Read-Write] Whether to use the capsule representation (when present) from a skeletal mesh’s ShadowPhysicsAsset for shadowing indirect lighting (from lightmaps or skylight).cast_cinematic_shadow
(bool): [Read-Write] Whether this component should cast shadows from lights that have bCastShadowsFromCinematicObjectsOnly enabled. This is useful for characters in a cinematic with special cinematic lights, where the cost of shadowmap rendering of the environment is undesired.cast_contact_shadow
(bool): [Read-Write] Whether the object should cast contact shadows. This flag is only used if CastShadow is true.cast_dynamic_shadow
(bool): [Read-Write] Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *cast_far_shadow
(bool): [Read-Write] When enabled, the component will be rendering into the far shadow cascades (only for directional lights).cast_hidden_shadow
(bool): [Read-Write] If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.cast_inset_shadow
(bool): [Read-Write] Whether this component should create a per-object shadow that gives higher effective shadow resolution. Useful for cinematic character shadowing. Assumed to be enabled if bSelfShadowOnly is enabled.cast_shadow
(bool): [Read-Write] Controls whether the primitive component should cast a shadow or not.cast_shadow_as_two_sided
(bool): [Read-Write] Whether this primitive should cast dynamic shadows as if it were a two sided material.cast_static_shadow
(bool): [Read-Write] Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.cast_volumetric_translucent_shadow
(bool): [Read-Write] Whether the object should cast a volumetric translucent shadow. Volumetric translucent shadows are useful for primitives with smoothly changing opacity like particles representing a volume, But have artifacts when used on highly opaque surfaces.cloth_blend_weight
(float): [Read-Write] weight to blend between simulated results and key-framed positions if weight is 1.0, shows only cloth simulation results and 0.0 will show only skinned resultsclothing_simulation_factory
(type(Class)): [Read-Write] Class of the object responsible forcollide_with_attached_children
(bool): [Read-Write] can’t collide with part of attached children if total collision volumes exceed 16 capsules or 32 planes per convexcollide_with_environment
(bool): [Read-Write] can’t collide with part of environment if total collision volumes exceed 16 capsules or 32 planes per convexcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.component_use_fixed_skel_bounds
(bool): [Read-Write] When true, skip using the physics asset etc. and always use the fixed bounds defined in the SkeletalMesh.consider_all_bodies_for_bounds
(bool): [Read-Write] If true, when updating bounds from a PhysicsAsset, consider _all_ BodySetups, not just those flagged with bConsiderForBounds.custom_depth_stencil_value
(int32): [Read-Write] Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)custom_depth_stencil_write_mask
(RendererStencilMask): [Read-Write] Mask used for stencil buffer writes.custom_primitive_data
(CustomPrimitiveData): [Read-Write] Optional user defined default values for the custom primitive data of this primitivedefer_kinematic_bone_update
(bool): [Read-Write] Whether animation and world transform updates are deferred. If this is on, the kinematic bodies (scene query data) will not update until the next time the physics simulation is rundetail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.disable_cloth_simulation
(bool): [Read-Write] Disable cloth simulation and play original animation without simulationdisable_morph_target
(bool): [Read-Write] Disable Morphtarget for this component.disable_post_process_blueprint
(bool): [Read-Write] Controls whether or not this component will evaluate its post process instance. The post-process Instance is dictated by the skeletal mesh so this is used for per-instance control.disable_rigid_body_anim_node
(bool): [Read-Write] Disable rigid body animation nodes and play original animation without simulationdisplay_debug_update_rate_optimizations
(bool): [Read-Write] Enable on screen debugging of update rate optimization. Red = Skipping 0 frames, Green = skipping 1 frame, Blue = skipping 2 frames, black = skipping more than 2 frames. todo:: turn this into a console command.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_auto_lod_generation
(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then this component will be included when generating a Proxy mesh for the parent Actorenable_material_parameter_caching
(bool): [Read-Write] Enable Material Parameter Cachingenable_per_poly_collision
(bool): [Read-Write] Uses skinned data for collision data.enable_physics_on_dedicated_server
(bool): [Read-Write] If true, simulate physics for this component on a dedicated server. This should be set if simulating physics and replicating with a dedicated server.Note: This property cannot be changed at runtime.
enable_update_rate_optimizations
(bool): [Read-Write] if TRUE, Owner will determine how often animation will be updated and evaluated. See AnimUpdateRateTick() This allows to skip frames for performance. (For example based on visibility and size on screen).exclude_for_specific_hlod_levels
(Array(int32)): [Read-Write] Which specific HLOD levels this component should be excluded fromexclude_from_light_attachment_group
(bool): [Read-Write] If set, then it overrides any bLightAttachmentsAsGroup set in a parent.fill_collision_underneath_for_navmesh
(bool): [Read-Write] If set, navmesh will not be generated under the surface of the geometryforce_mip_streaming
(bool): [Read-Write] If true, forces mips for textures used by this component to be resident when this component’s level is loaded.forced_lod_model
(int32): [Read-Write] Forced Lod Modelgenerate_overlap_events
(bool): [Read-Write] Generate Overlap Eventsglobal_anim_rate_scale
(float): [Read-Write] Used to scale speed of all animations on this skeletal mesh.hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.hidden_in_scene_capture
(bool): [Read-Write] When true, will not be captured by Scene Captureignore_master_pose_component_lod
(bool): [Read-Write] Flag that when set will ensure UpdateLODStatus will not take the MasterPoseComponent’s current LOD in consideration when determining the correct LOD level (this requires MasterPoseComponent’s LOD to always be >= determined LOD otherwise bone transforms could be missingignore_radial_force
(bool): [Read-Write] Will ignore radial forces applied to this component.ignore_radial_impulse
(bool): [Read-Write] Will ignore radial impulses applied to this component.include_component_location_into_bounds
(bool): [Read-Write] If true, the Location of this Component will be included into its bounds calculation (this can be useful when using SMU_OnlyTickPoseWhenRendered on a character that moves away from the root and no bones are left near the origin of the component)indirect_lighting_cache_quality
(IndirectLightingCacheQuality): [Read-Write] Quality of indirect lighting for Movable primitives. This has a large effect on Indirect Lighting Cache update time.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildskinematic_bones_update_type
(KinematicBonesUpdateToPhysics): [Read-Write] If we are running physics, should we update non-simulated bones based on the animation bone positions.ld_max_draw_distance
(float): [Read-Write] Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.light_attachments_as_group
(bool): [Read-Write] Whether to light this component and any attachments as a group. This only has effect on the root component of an attachment tree. When enabled, attached component shadowing settings like bCastInsetShadow, bCastVolumetricTranslucentShadow, etc, will be ignored. This is useful for improving performance when multiple movable components are attached together.lighting_channels
(LightingChannels): [Read-Write] Channels that this component should be in. Lights with matching channels will affect the component. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.lightmap_type
(LightmapType): [Read-Write] Controls the type of lightmap used for this component.local_space_simulation
(bool): [Read-Write] It’s worth trying this option when you feel that the current cloth simulation is unstable. The scale of the actor is maintained during the simulation. It is possible to add the inertia effects to the simulation, through the inertiaScale parameter of the clothing material. So with an inertiaScale of 1.0 there should be no visible difference between local space and global space simulation. Known issues: - Currently there’s simulation issues when this feature is used in 3.x (DE4076) So if localSpaceSim is enabled there’s no inertia effect when the global pose of the clothing actor changes.lpv_bias_multiplier
(float): [Read-Write] Multiplier used to scale the Light Propagation Volume light injection bias, to reduce light bleeding. Set to 0 for no bias, 1 for default or higher for increased biasing (e.g. for thin geometry such as walls)master_pose_component
(SkinnedMeshComponent): [Read-Write] If set, this SkeletalMeshComponent will not use its SpaceBase for bone transform, but will use the component space transforms from the MasterPoseComponent. This is used when constructing a character using multiple skeletal meshes sharing the same skeleton within the same Actor.min_draw_distance
(float): [Read-Write] The minimum distance at which the primitive should be rendered, measured in world space units from the center of the primitive’s bounding sphere to the camera position.min_lod_model
(int32): [Read-Write] This is the min LOD that this component will use. (e.g. if set to 2 then only 2+ LOD Models will be used.) This is useful to set on meshes which are known to be a certain distance away and still want to have better LODs when zoomed in on them.mobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.multi_body_overlap
(bool): [Read-Write] If true, this component will generate individual overlaps for each overlapping physics body if it is a multi-body component. When false, this component will generate only one overlap, regardless of how many physics bodies it has and how many of them are overlapping another component/body. This flag has no influence on single body components.never_distance_cull
(bool): [Read-Write] When enabled this object will not be culled by distance. This is ignored if a child of a HLOD.no_skeleton_update
(bool): [Read-Write] Skips Ticking and Bone Refresh.on_anim_initialized
(OnAnimInitialized): [Read-Write] Broadcast when the components anim instance is initializedon_begin_cursor_over
(ComponentBeginCursorOverSignature): [Read-Write] Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controlleron_clicked
(ComponentOnClickedSignature): [Read-Write] Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controlleron_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_begin_overlap
(ComponentBeginOverlapSignature): [Read-Write] Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events. note: When receiving an overlap from another object’s movement, the directions of ‘Hit.Normal’ and ‘Hit.ImpactNormal’ will be adjusted to indicate force from the other object against this object.on_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_component_end_overlap
(ComponentEndOverlapSignature): [Read-Write] Event called when something stops overlapping this component note: Both this component and the other one must have GetGenerateOverlapEvents() set to true to generate overlap events.on_component_hit
(ComponentHitSignature): [Read-Write] Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled for this component. note: When receiving a hit from another object’s movement, the directions of ‘Hit.Normal’ and ‘Hit.ImpactNormal’ will be adjusted to indicate force from the other object against this object. note: NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions.on_component_sleep
(ComponentSleepSignature): [Read-Write] Event called when the underlying physics objects is put to sleepon_component_wake
(ComponentWakeSignature): [Read-Write] Event called when the underlying physics objects is woken upon_constraint_broken
(ConstraintBrokenSignature): [Read-Write] Notification when constraint is broken.on_end_cursor_over
(ComponentEndCursorOverSignature): [Read-Write] Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controlleron_input_touch_begin
(ComponentOnInputTouchBeginSignature): [Read-Write] Event called when a touch input is received over this component when touch events are enabled in the player controlleron_input_touch_end
(ComponentOnInputTouchEndSignature): [Read-Write] Event called when a touch input is released over this component when touch events are enabled in the player controlleron_input_touch_enter
(ComponentBeginTouchOverSignature): [Read-Write] Event called when a finger is moved over this component when touch over events are enabled in the player controlleron_input_touch_leave
(ComponentEndTouchOverSignature): [Read-Write] Event called when a finger is moved off this component when touch over events are enabled in the player controlleron_released
(ComponentOnReleasedSignature): [Read-Write] Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controlleronly_owner_see
(bool): [Read-Write] If this is True, this component will only be visible when the view actor is the component’s owner, directly or indirectly.override_materials
(Array(MaterialInterface)): [Read-Write] Material overrides.override_min_lod
(bool): [Read-Write] Whether we should use the min lod specified in MinLodModel for this component instead of the min lod in the meshowner_no_see
(bool): [Read-Write] If this is True, this component won’t be visible when the view actor is the component’s owner, directly or indirectly.pause_anims
(bool): [Read-Write] pauses this component’s animations (doesn’t tick them, but still refreshes bones)per_bone_motion_blur
(bool): [Read-Write] If true, use per-bone motion blur on this skeletal mesh (requires additional rendering, can be disabled to save performance).physics_asset_override
(PhysicsAsset): [Read-Write] PhysicsAsset is set in SkeletalMesh by default, but you can override with this valuephysics_transform_update_mode
(PhysicsTransformUpdateMode): [Read-Write] Whether physics simulation updates component transform.physics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentpropagate_curves_to_slaves
(bool): [Read-Write] If true, propagates calls to ApplyAnimationCurvesToComponent for slave components, only needed if slave components do not tick themselvesreceive_mobile_csm_shadows
(bool): [Read-Write] Mobile only: If disabled this component will not receive CSM shadows. (Components that do not receive CSM may have reduced shading cost)receives_decals
(bool): [Read-Write] Whether the primitive receives decals.relative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)render_custom_depth
(bool): [Read-Write] If true, this component will be rendered in the CustomDepth pass (usually used for outlines)render_in_depth_pass
(bool): [Read-Write] If true, this component will be rendered in the depth pass even if it’s not rendered in the main passrender_in_main_pass
(bool): [Read-Write] If true, this component will be rendered in the main pass (z prepass, basepass, transparency)render_static
(bool): [Read-Write] If true, render as static in reference pose.replicate_physics_to_autonomous_proxy
(bool): [Read-Write] True if physics should be replicated to autonomous proxies. This should be true forserver-authoritative simulations, and false for client authoritative simulations.
replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!reset_after_teleport
(bool): [Read-Write] reset the clothing after moving the clothing position (called teleport)return_material_on_move
(bool): [Read-Write] If true, component sweeps will return the material in their hit result. see: MoveComponent(), FHitResultruntime_virtual_textures
(Array(RuntimeVirtualTexture)): [Read-Write] Array of runtime virtual textures into which we draw the mesh for this actor. The material also needs to be set up to output to a virtual texture.self_shadow_only
(bool): [Read-Write] When enabled, the component will only cast a shadow on itself and not other components in the world. This is especially useful for first person weapons, and forces bCastInsetShadow to be enabled.should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()single_sample_shadow_from_stationary_lights
(bool): [Read-Write] Whether the whole component should be shadowed as one from stationary lights, which makes shadow receiving much cheaper. When enabled shadowing data comes from the volume lighting samples precomputed by Lightmass, which are very sparse. This is currently only used on stationary directional lights.skeletal_mesh
(SkeletalMesh): [Read-Write] The skeletal mesh used by this component.skin_cache_usage
(Array(SkinCacheUsage)): [Read-Write] How this Component’s LOD uses the skin cache feature. Auto will defer to the asset’s (SkeletalMesh) option. If Ray Tracing is enabled, will imply Enabledskip_bounds_update_when_interpolating
(bool): [Read-Write] Whether to skip bounds update when interpolating. Bounds are updated to the target interpolation pose only on ticks when they are evaluated.skip_kinematic_update_when_interpolating
(bool): [Read-Write] Whether to skip UpdateKinematicBonesToAnim() when interpolating. Kinematic bones are updated to the target interpolation pose only on ticks when they are evaluated.streaming_distance_multiplier
(float): [Read-Write] Allows adjusting the desired streaming distance of streaming textures that uses UV 0. 1.0 is the default, whereas a higher value makes the textures stream in sooner from far away. A lower value (0.0-1.0) makes the textures stream in later (you have to be closer). Value can be < 0 (from legcay content, or code changes)sync_attach_parent_lod
(bool): [Read-Write] If true, this component uses its parents LOD when attached if available ForcedLOD can override this change. By default, it will use parent LOD.teleport_distance_threshold
(float): [Read-Write] Conduct teleportation if the character’s movement is greater than this threshold in 1 frame. Zero or negative values will skip the check. You can also do force teleport manually using ForceNextUpdateTeleport() / ForceNextUpdateTeleportAndReset().teleport_rotation_threshold
(float): [Read-Write] Rotation threshold in degrees, ranging from 0 to 180. Conduct teleportation if the character’s rotation is greater than this threshold in 1 frame. Zero or negative values will skip the check.trace_complex_on_move
(bool): [Read-Write] If true, component sweeps with this component should trace against complex collision during movement (for example, each triangle of a mesh). If false, collision will be resolved against simple collision bounds instead. see: MoveComponent()translucency_sort_distance_offset
(float): [Read-Write] Modified sort distance offset for translucent objects in world units. A positive number will move the sort distance further and a negative number will move the distance closer.Ignored if the object is not translucent. Warning: Adjusting this value will prevent the renderer from correctly sorting based on distance. Only modify this value if you are certain it will not cause visual artifacts.
translucency_sort_priority
(int32): [Read-Write] Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin. This setting is also used to sort objects being drawn into a runtime virtual texture.Ignored if the object is not translucent. The default priority is zero. Warning: This should never be set to a non-default value unless you know what you are doing, as it will prevent the renderer from sorting correctly. It is especially problematic on dynamic gameplay effects.
treat_as_background_for_occlusion
(bool): [Read-Write] Treat this primitive as part of the background for occlusion purposes. This can be used as an optimization to reduce the cost of rendering skyboxes, large ground planes that are part of the vista, etc.update_animation_in_editor
(bool): [Read-Write] If true, this will Tick until disabledupdate_cloth_in_editor
(bool): [Read-Write] If true, will play cloth in editorupdate_joints_from_animation
(bool): [Read-Write] If we should pass joint position to joints each frame, so that they can be used by motorized joints to drive the ragdoll based on the animation.update_overlaps_on_animation_finalize
(bool): [Read-Write] Controls whether blending in physics bones will refresh overlaps on this component, defaults to true but can be disabled in cases where we know anim->physics blending doesn’t meaningfully change overlapsuse_as_occluder
(bool): [Read-Write] Whether to render the primitive in the depth only pass. This should generally be true for all objects, and let the renderer make decisions about whether to render objects in the depth only pass. todo: if any rendering features rely on a complete depth only pass, this variable needs to go away.use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.use_bounds_from_master_pose_component
(bool): [Read-Write] When true, we will just using the bounds from our MasterPoseComponent. This is useful for when we have a Mesh Parented to the main SkelMesh (e.g. outline mesh or a full body overdraw effect that is toggled) that is always going to be the same bounds as parent. We want to do no calculations in that case.use_max_lod_as_imposter
(bool): [Read-Write] Use the Maximum LOD Mesh (imposter) instead of including Mesh data from this component in the Proxy Generation processuse_ref_pose_on_init_anim
(bool): [Read-Write] On InitAnim should we set to ref pose (if false use first tick of animation data)vertex_offset_usage
(Array(VertexOffsetUsage)): [Read-Write] Vertex Offset Usagevirtual_texture_cull_mips
(int8): [Read-Write] Number of lower mips in the runtime virtual texture to skip for rendering this primitive. Larger values reduce the effective draw distance in the runtime virtual texture. This culling method doesn’t take into account primitive size or virtual texture size.virtual_texture_lod_bias
(int8): [Read-Write] Bias to the LOD selected for rendering to runtime virtual textures.virtual_texture_min_coverage
(int8): [Read-Write] Set the minimum pixel coverage before culling from the runtime virtual texture. Larger values reduce the effective draw distance in the runtime virtual texture.virtual_texture_render_pass_type
(RuntimeVirtualTextureMainPassType): [Read-Write] Controls if this component draws in the main pass as well as in the virtual texture.visibility_based_anim_tick_option
(VisibilityBasedAnimTickOption): [Read-Write] * This is tick animation frequency option based on this component rendered or not or using montage * You can change this default value in the INI file * Mostly related with performancevisible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.visible_in_ray_tracing
(bool): [Read-Write] If true, this component will be visible in ray tracing effects. Turning this off will remove it from ray traced reflections, shadows, etc.visible_in_real_time_sky_captures
(bool): [Read-Write] If true, this component will be visible in real-time sky light reflection captures.visible_in_reflection_captures
(bool): [Read-Write] If true, this component will be visible in reflection captures.visible_in_scene_capture_only
(bool): [Read-Write] When true, will only be visible in Scene Capturewait_for_parallel_cloth_task
(bool): [Read-Write] Whether we should stall the Cloth tick task until the cloth simulation is complete. This is required if we want up-to-date cloth data on the game thread, for example if we want to generate particles at cloth vertices.
- accumulate_all_bodies_below_physics_blend_weight(bone_name, add_physics_blend_weight, skip_custom_physics_type=False) → None¶
Accumulate AddPhysicsBlendWeight to physics blendweight for all of the bones below passed in bone to be simulated
- add_force_to_all_bodies_below(force, bone_name='None', accel_change=False, include_self=True) → None¶
Add a force to all rigid bodies below. This is like a ‘thruster’. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.
- Parameters
force (Vector) – Force vector to apply. Magnitude indicates strength of force.
bone_name (Name) – If a SkeletalMeshComponent, name of body to apply force to. ‘None’ indicates root body.
accel_change (bool) – If true, Force is taken as a change in acceleration instead of a physical force (i.e. mass will have no effect).
include_self (bool) – If false, Force is only applied to bodies below but not given bone name.
- add_impulse_to_all_bodies_below(impulse, bone_name='None', vel_change=False, include_self=True) → None¶
Add impulse to all single rigid bodies below. Good for one time instant burst.
- Parameters
impulse (Vector) – Magnitude and direction of impulse to apply.
bone_name (Name) – If a SkeletalMeshComponent, name of body to apply impulse to. ‘None’ indicates root body.
vel_change (bool) – If true, the Strength is taken as a change in velocity instead of an impulse (ie. mass will have no effect).
include_self (bool) – If false, Force is only applied to bodies below but not given bone name.
- property anim_blueprint_generated_class¶
[Read-Only] Anim Blueprint Generated Class
- Type
- property anim_class¶
[Read-Only] The AnimBlueprint class to use. Use ‘SetAnimInstanceClass’ to change at runtime.
- property animation_blueprint¶
‘animation_blueprint’ was renamed to ‘anim_blueprint_generated_class’.
- Type
deprecated
- property animation_data¶
[Read-Write] Animation Data
- Type
- property animation_mode¶
[Read-Only] Whether to use Animation Blueprint or play Single Animation Asset.
- Type
- bind_cloth_to_master_pose_component() → None¶
If this component has a valid MasterPoseComponent then this function makes cloth items on the slave component take the transforms of the cloth items on the master component instead of simulating separately. Note: This will FORCE any cloth actor on the master component to simulate in local space. Also The meshes used in the components must be identical for the cloth to bind correctly
- clear_layer_overlay(class_)¶
deprecated: ‘clear_layer_overlay’ was renamed to ‘unlink_anim_class_layers’.
- property cloth_blend_weight¶
[Read-Write] weight to blend between simulated results and key-framed positions if weight is 1.0, shows only cloth simulation results and 0.0 will show only skinned results
- Type
(float)
- property collide_with_attached_children¶
[Read-Write] can’t collide with part of attached children if total collision volumes exceed 16 capsules or 32 planes per convex
- Type
(bool)
- property collide_with_environment¶
[Read-Write] can’t collide with part of environment if total collision volumes exceed 16 capsules or 32 planes per convex
- Type
(bool)
- property defer_kinematic_bone_update¶
[Read-Only] Whether animation and world transform updates are deferred. If this is on, the kinematic bodies (scene query data) will not update until the next time the physics simulation is run
- Type
(bool)
- property disable_cloth_simulation¶
[Read-Write] Disable cloth simulation and play original animation without simulation
- Type
(bool)
- property disable_post_process_blueprint¶
[Read-Write] Controls whether or not this component will evaluate its post process instance. The post-process Instance is dictated by the skeletal mesh so this is used for per-instance control.
- Type
(bool)
- property enable_physics_on_dedicated_server¶
[Read-Write] If true, simulate physics for this component on a dedicated server. This should be set if simulating physics and replicating with a dedicated server.
Note: This property cannot be changed at runtime.
- Type
(bool)
- find_constraint_bone_name(constraint_index) → Name¶
Find Constraint Name from index
- Parameters
constraint_index (int32) – Index of constraint to look for
- Returns
Constraint Joint Name
- Return type
- force_cloth_next_update_teleport() → None¶
Used to indicate we should force ‘teleport’ during the next call to UpdateClothState, This will transform positions and velocities and thus keep the simulation state, just translate it to a new pose.
- force_cloth_next_update_teleport_and_reset() → None¶
Used to indicate we should force ‘teleport and reset’ during the next call to UpdateClothState. This can be used to reset it from a bad state or by a teleport where the old state is not important anymore.
- get_anim_instance() → AnimInstance¶
Returns the animation instance that is driving the class (if available). This is typically an instance of the class set as AnimBlueprintGeneratedClass (generated by an animation blueprint) Since this instance is transient, it is not safe to be used during construction script
- Returns
- Return type
- get_animation_mode() → AnimationMode¶
Get Animation Mode
- Returns
- Return type
- get_bone_mass(bone_name='None', scale_mass=True) → float¶
Returns the mass (in kg) of the given bone
- get_closest_point_on_physics_asset(world_position) → (closest_world_position=Vector, normal=Vector, bone_name=Name, distance=float) or None¶
Given a world position, find the closest point on the physics asset. Note that this is independent of collision and welding. This is based purely on animation position
- Parameters
world_position (Vector) – The point we want the closest point to (i.e. for all bodies in the physics asset, find the one that has a point closest to WorldPosition)
- Returns
true if we found a closest point
closest_world_position (Vector):
normal (Vector):
bone_name (Name):
distance (float):
- Return type
tuple or None
- get_cloth_max_distance_scale() → float¶
Get/Set the max distance scale of clothing mesh vertices
- Returns
- Return type
- get_clothing_simulation_interactor() → ClothingSimulationInteractor¶
Get the current interactor for a clothing simulation, if the current simulation supports runtime interaction.
- Returns
- Return type
- get_current_joint_angles(bone_name) -> (swing1_angle=float, twist_angle=float, swing2_angle=float)¶
Gets the current Angular state for a named bone constraint
- Parameters
bone_name (Name) – Name of bone to get constraint ranges for
- Returns
swing1_angle (float): current angular state of the constraint
twist_angle (float): current angular state of the constraint
swing2_angle (float): current angular state of the constraint
- Return type
tuple
- get_float_attribute(bone_name, attribute_name, default_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) → float or None¶
Get float type custom attribute value.
- Parameters
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
default_value (float) – In case the attribute could not be found
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns
Whether or not the atttribute was successfully retrieved
out_value (float): Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type
- get_float_attribute_ref(bone_name, attribute_name, out_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) → float or None¶
Get float type custom attribute value.
- Parameters
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
out_value (float) – (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns
Whether or not the atttribute was successfully retrieved
out_value (float): (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type
- get_integer_attribute(bone_name, attribute_name, default_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) → int32 or None¶
Get integer type custom attribute value.
- Parameters
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
default_value (int32) – In case the attribute could not be found
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns
Whether or not the atttribute was successfully retrieved
out_value (int32): Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type
int32 or None
- get_integer_attribute_ref(bone_name, attribute_name, out_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) → int32 or None¶
Get integer type custom attribute value.
- Parameters
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
out_value (int32) – (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns
Whether or not the atttribute was successfully retrieved
out_value (int32): (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type
int32 or None
- get_layer_sub_instance_by_class(class_)¶
deprecated: ‘get_layer_sub_instance_by_class’ was renamed to ‘get_linked_anim_layer_instance_by_class’.
- get_layer_sub_instance_by_group(group)¶
deprecated: ‘get_layer_sub_instance_by_group’ was renamed to ‘get_linked_anim_layer_instance_by_group’.
- get_linked_anim_graph_instance_by_tag(tag) → AnimInstance¶
Returns the a tagged linked instance node. If no linked instances are found or none are tagged with the supplied name, this will return NULL.
- Parameters
tag (Name) –
- Returns
- Return type
- get_linked_anim_graph_instances_by_tag(tag)¶
Returns all tagged linked instance nodes that match the tag.
- Parameters
tag (Name) –
- Returns
out_linked_instances (Array(AnimInstance)):
- Return type
- get_linked_anim_layer_instance_by_class(class_) → AnimInstance¶
Gets the first layer linked instance corresponding to the specified class
- Parameters
- Returns
- Return type
- get_linked_anim_layer_instance_by_group(group) → AnimInstance¶
Gets the layer linked instance corresponding to the specified group
- Parameters
group (Name) –
- Returns
- Return type
- get_play_rate() → float¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- Returns
- Return type
- get_position() → float¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- Returns
- Return type
- get_post_process_instance() → AnimInstance¶
Returns the active post process instance is one is available. This is set on the mesh that this component is using, and is evaluated immediately after the main instance.
- Returns
- Return type
- get_skeletal_center_of_mass() → Vector¶
Returns the center of mass of the skeletal mesh, instead of the root body’s location
- Returns
- Return type
- get_string_attribute(bone_name, attribute_name, default_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) → str or None¶
Get string type custom attribute value.
- Parameters
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
default_value (str) – In case the attribute could not be found
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns
Whether or not the atttribute was successfully retrieved
out_value (str): Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type
- get_string_attribute_ref(bone_name, attribute_name, out_value, lookup_type=CustomBoneAttributeLookup.BONE_ONLY) → str or None¶
Get string type custom attribute value.
- Parameters
bone_name (Name) – Name of the bone to retrieve try and retrieve the attribute from
attribute_name (Name) – Name of the attribute to retrieve
out_value (str) – (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
lookup_type (CustomBoneAttributeLookup) – Determines how the attribute is retrieved from the specified BoneName (see ECustomBoneAttributeLookup)
- Returns
Whether or not the atttribute was successfully retrieved
out_value (str): (reference) Retrieved attribute value if found, otherwise is set to DefaultValue
- Return type
- get_sub_instance_by_tag(tag)¶
deprecated: ‘get_sub_instance_by_tag’ was renamed to ‘get_linked_anim_graph_instance_by_tag’.
- get_sub_instances_by_tag(tag)¶
deprecated: ‘get_sub_instances_by_tag’ was renamed to ‘get_linked_anim_graph_instances_by_tag’.
- property global_anim_rate_scale¶
[Read-Write] Used to scale speed of all animations on this skeletal mesh.
- Type
(float)
- has_valid_animation_instance() → bool¶
Returns whether there are any valid instances to run, currently this means whether we have have an animation instance or a post process instance available to process.
- Returns
- Return type
- property include_component_location_into_bounds¶
[Read-Only] If true, the Location of this Component will be included into its bounds calculation (this can be useful when using SMU_OnlyTickPoseWhenRendered on a character that moves away from the root and no bones are left near the origin of the component)
- Type
(bool)
- is_body_gravity_enabled(bone_name) → bool¶
Checks whether or not gravity is enabled on the given bone. NAME_None indicates the root body should be queried. If the bone name given is otherwise invalid, false is returned.
- is_clothing_simulation_suspended() → bool¶
Gets whether or not the clothing simulation is currently suspended
- Returns
- Return type
- is_playing() → bool¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- Returns
- Return type
- k2_set_anim_instance_class(new_class)¶
deprecated: ‘k2_set_anim_instance_class’ was renamed to ‘set_anim_class’.
- property kinematic_bones_update_type¶
[Read-Write] If we are running physics, should we update non-simulated bones based on the animation bone positions.
- link_anim_class_layers(class_) → None¶
Runs through all layer nodes, attempting to find layer nodes that are implemented by the specified class, then sets up a linked instance of the class for each. Allocates one linked instance to run each of the groups specified in the class, so state is shared. If a layer is not grouped (ie. NAME_None), then state is not shared and a separate linked instance is allocated for each layer node. If InClass is null, then all layers are reset to their defaults.
- link_anim_graph_by_tag(tag, class_) → None¶
Runs through all nodes, attempting to find linked instance by name/tag, then sets the class of each node if the tag matches
- property local_space_simulation¶
[Read-Write] It’s worth trying this option when you feel that the current cloth simulation is unstable. The scale of the actor is maintained during the simulation. It is possible to add the inertia effects to the simulation, through the inertiaScale parameter of the clothing material. So with an inertiaScale of 1.0 there should be no visible difference between local space and global space simulation. Known issues: - Currently there’s simulation issues when this feature is used in 3.x (DE4076) So if localSpaceSim is enabled there’s no inertia effect when the global pose of the clothing actor changes.
- Type
(bool)
- property on_anim_initialized¶
[Read-Write] Broadcast when the components anim instance is initialized
- Type
- property on_constraint_broken¶
[Read-Write] Notification when constraint is broken.
- Type
- override_animation_data(anim_to_play, is_looping=True, is_playing=True, position=0.0, play_rate=1.0) → None¶
This overrides current AnimationData parameter in the SkeletalMeshComponent. This will serialize when the component serialize so it can be used during construction script. However note that this will override current existing data This can be useful if you’d like to make a blueprint with custom default animation per component This sets single player mode, which means you can’t use AnimBlueprint with it
- Parameters
anim_to_play (AnimationAsset) –
is_looping (bool) –
is_playing (bool) –
position (float) –
play_rate (float) –
- property pause_anims¶
[Read-Write] pauses this component’s animations (doesn’t tick them, but still refreshes bones)
- Type
(bool)
- property physics_transform_update_mode¶
[Read-Write] Whether physics simulation updates component transform.
- Type
- play(looping) → None¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- Parameters
looping (bool) –
- play_animation(new_anim_to_play, looping) → None¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- Parameters
new_anim_to_play (AnimationAsset) –
looping (bool) –
- property propagate_curves_to_slaves¶
[Read-Write] If true, propagates calls to ApplyAnimationCurvesToComponent for slave components, only needed if slave components do not tick themselves
- Type
(bool)
- property reset_after_teleport¶
[Read-Write] reset the clothing after moving the clothing position (called teleport)
- Type
(bool)
- reset_all_bodies_simulate_physics() → None¶
Allows you to reset bodies Simulate state based on where bUsePhysics is set to true in the BodySetup.
- reset_allowed_anim_curve_evaluation() → None¶
By reset, it will allow all the curves to be evaluated
- reset_anim_instance_dynamics(teleport_type=TeleportType.RESET_PHYSICS) → None¶
Informs any active anim instances (main instance, linked instances, post instance) that a dynamics reset is required for example if a teleport occurs.
- Parameters
teleport_type (TeleportType) –
- resume_clothing_simulation() → None¶
Resumes a previously suspended clothing simulation, teleporting the clothing on the next tick
- set_all_bodies_below_physics_blend_weight(bone_name, physics_blend_weight, skip_custom_physics_type=False, include_self=True) → None¶
Set all of the bones below passed in bone to be simulated
- set_all_bodies_below_simulate_physics(bone_name, new_simulate, include_self=True) → None¶
Set all of the bones below passed in bone to be simulated
- set_all_bodies_physics_blend_weight(physics_blend_weight, skip_custom_physics_type=False) → None¶
Set All Bodies Physics Blend Weight
- set_all_bodies_simulate_physics(new_simulate) → None¶
Set bSimulatePhysics to true for all bone bodies. Does not change the component bSimulatePhysics flag.
- Parameters
new_simulate (bool) –
- set_all_motors_angular_drive_params(spring, damping, force_limit, skip_custom_physics_type=False) → None¶
Set Angular Drive motors params for all constraint instances
- set_all_motors_angular_position_drive(enable_swing_drive, enable_twist_drive, skip_custom_physics_type=False) → None¶
Enable or Disable AngularPositionDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.
- set_all_motors_angular_velocity_drive(enable_swing_drive, enable_twist_drive, skip_custom_physics_type=False) → None¶
Enable or Disable AngularVelocityDrive. If motor is in SLERP mode it will be turned on if either EnableSwingDrive OR EnableTwistDrive are enabled. In Twist and Swing mode the twist and the swing can be controlled individually.
- set_allow_anim_curve_evaluation(allow) → None¶
Set Allow Anim Curve Evaluation
- Parameters
allow (bool) –
- set_allow_rigid_body_anim_node(allow, reinit_anim=True) → None¶
Sets whether or not to allow rigid body animation nodes for this component
- set_allowed_anim_curves_evaluation(list, allow) → None¶
resets, and then only allow the following list to be allowed/disallowed
- set_angular_limits(bone_name, swing1_limit_angle, twist_limit_angle, swing2_limit_angle) → None¶
Sets the Angular Motion Ranges for a named bone
- Parameters
bone_name (Name) – Name of bone to adjust constraint ranges for
swing1_limit_angle (float) – Size of limit in degrees, 0 means locked, 180 means free
twist_limit_angle (float) – Size of limit in degrees, 0 means locked, 180 means free
swing2_limit_angle (float) – Size of limit in degrees, 0 means locked, 180 means free
- set_anim_class(new_class) → None¶
Set the anim instance class. Clears and re-initializes the anim instance with the new class and sets animation mode to ‘AnimationBlueprint’
- set_anim_instance_class(new_class)¶
deprecated: ‘set_anim_instance_class’ was renamed to ‘set_anim_class’.
- set_animation(new_anim_to_play) → None¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- Parameters
new_anim_to_play (AnimationAsset) –
- set_animation_mode(animation_mode) → None¶
Below are the interface to control animation when animation mode, not blueprint mode *
- Parameters
animation_mode (AnimationMode) –
- set_body_notify_rigid_body_collision(new_notify_rigid_body_collision, bone_name='None') → None¶
Changes the value of bNotifyRigidBodyCollision for a given body
- set_constraint_profile(joint_name, profile_name, default_if_not_found=False) → None¶
Sets the constraint profile properties (limits, motors, etc…) to match the constraint profile as defined in the physics asset. If profile name is not found the joint is set to use the default constraint profile.
- set_constraint_profile_for_all(profile_name, default_if_not_found=False) → None¶
Sets the constraint profile properties (limits, motors, etc…) to match the constraint profile as defined in the physics asset for all constraints. If profile name is not found the joint is set to use the default constraint profile.
- set_disable_anim_curves(disable_anim_curves) → None¶
Set Disable Anim Curves
- Parameters
disable_anim_curves (bool) –
- set_enable_body_gravity(enable_gravity, bone_name) → None¶
Enables or disables gravity for the given bone. NAME_None indicates the root body will be edited. If the bone name given is otherwise invalid, nothing happens.
- set_enable_gravity_on_all_bodies_below(enable_gravity, bone_name, include_self=True) → None¶
Enables or disables gravity to all bodies below the given bone. NAME_None indicates all bodies will be edited. In that case, consider using UPrimitiveComponent::EnableGravity.
- set_enable_physics_blending(new_blend_physics) → None¶
Disable physics blending of bones *
- Parameters
new_blend_physics (bool) –
- set_layer_overlay(class_)¶
deprecated: ‘set_layer_overlay’ was renamed to ‘link_anim_class_layers’.
- set_morph_target(morph_target_name, value, remove_zero_weight=True) → None¶
Set Morph Target with Name and Value(0-1)
- set_notify_rigid_body_collision_below(new_notify_rigid_body_collision, bone_name='None', include_self=True) → None¶
Changes the value of bNotifyRigidBodyCollision on all bodies below a given bone
- set_physics_blend_weight(physics_blend_weight) → None¶
This is global set up for setting physics blend weight This does multiple things automatically If PhysicsBlendWeight == 1.f, it will enable Simulation, and if PhysicsBlendWeight == 0.f, it will disable Simulation. Also it will respect each body’s setup, so if the body is fixed, it won’t simulate. Vice versa So if you’d like all bodies to change manually, do not use this function, but SetAllBodiesPhysicsBlendWeight
- Parameters
physics_blend_weight (float) –
- set_play_rate(rate) → None¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- Parameters
rate (float) –
- set_position(pos, fire_notifies=True) → None¶
- Animation play functions
These changes status of animation instance, which is transient data, which means it won’t serialize with this component
Because of that reason, it is not safe to be used during construction script
Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- set_sub_instance_class_by_tag(tag, class_)¶
deprecated: ‘set_sub_instance_class_by_tag’ was renamed to ‘link_anim_graph_by_tag’.
- set_update_animation_in_editor(new_update_state) → None¶
Sets whether or not to force tick component in order to update animation and refresh transform for this component This is supported only in the editor
- Parameters
new_update_state (bool) –
- set_update_cloth_in_editor(new_update_state) → None¶
Sets whether or not to animate cloth in the editor. Requires Update Animation In Editor to also be true. This is supported only in the editor
- Parameters
new_update_state (bool) –
- property skip_bounds_update_when_interpolating¶
[Read-Write] Whether to skip bounds update when interpolating. Bounds are updated to the target interpolation pose only on ticks when they are evaluated.
- Type
(bool)
- property skip_kinematic_update_when_interpolating¶
[Read-Write] Whether to skip UpdateKinematicBonesToAnim() when interpolating. Kinematic bones are updated to the target interpolation pose only on ticks when they are evaluated.
- Type
(bool)
- snapshot_pose(snapshot) → PoseSnapshot¶
Takes a snapshot of this skeletal mesh component’s pose and saves it to the specified snapshot. The snapshot is taken at the current LOD, so if for example you took the snapshot at LOD1 and then used it at LOD0 any bones not in LOD1 will use the reference pose
- Parameters
snapshot (PoseSnapshot) –
- Returns
snapshot (PoseSnapshot):
- Return type
- stop() → None¶
Animation play functions * * These changes status of animation instance, which is transient data, which means it won’t serialize with this component * Because of that reason, it is not safe to be used during construction script * Please use OverrideAnimationDatat for construction script. That will override AnimationData to be serialized
- suspend_clothing_simulation() → None¶
Stops simulating clothing, but does not show clothing ref pose. Keeps the last known simulation state
- property teleport_distance_threshold¶
[Read-Write] Conduct teleportation if the character’s movement is greater than this threshold in 1 frame. Zero or negative values will skip the check. You can also do force teleport manually using ForceNextUpdateTeleport() / ForceNextUpdateTeleportAndReset().
- Type
(float)
- property teleport_rotation_threshold¶
[Read-Write] Rotation threshold in degrees, ranging from 0 to 180. Conduct teleportation if the character’s rotation is greater than this threshold in 1 frame. Zero or negative values will skip the check.
- Type
(float)
- term_bodies_below(parent_bone_name) → None¶
Terminate physics on all bodies below the named bone, effectively disabling collision forever. If you terminate, you won’t be able to re-init later.
- Parameters
parent_bone_name (Name) –
- toggle_disable_post_process_blueprint() → None¶
Toggles whether the post process blueprint will run for this component
- unbind_cloth_from_master_pose_component(restore_simulation_space=True) → None¶
If this component has a valid MasterPoseComponent and has previously had its cloth bound to the MCP, this function will unbind the cloth and resume simulation.
- Parameters
restore_simulation_space (bool) – if true and the master pose cloth was originally simulating in world space, we will restore this setting. This will cause the master component to reset which may be undesirable.
- unlink_anim_class_layers(class_) → None¶
Runs through all layer nodes, attempting to find layer nodes that are currently running the specified class, then resets each to its default value. State sharing rules are as with SetLayerOverlay. If InClass is null, does nothing.